Lines Matching full:top
263 style="font-style: italic;">top,</span> GLdouble <span
270 style="font-style: italic;">top,</span> GLdouble <span
295 command replaces the current matrix with a copy of the top matrix off
326 style="font-style: italic;">top</span> parameters are the X and Y
337 style="font-style: italic;">top</span> parameters specify the X and
701 <td style="vertical-align: top;">Parameter (<span
704 <td style="vertical-align: top;">Value (<span
707 <td style="vertical-align: top;">Default<br>
711 <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
713 <td style="vertical-align: top;">Width of the image in memory, in
716 <td style="vertical-align: top;">0<br>
720 <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
722 <td style="vertical-align: top;">GL_FALSE indicates that the most
727 <td style="vertical-align: top;">GL_FALSE<br>
884 <td style="vertical-align: top;">mipmap level<br>
886 <td style="vertical-align: top;">width<br>
888 <td style="vertical-align: top;">height<br>
892 <td style="vertical-align: top;">0<br>
894 <td style="vertical-align: top;">256<br>
896 <td style="vertical-align: top;">64<br>
900 <td style="vertical-align: top;">1<br>
902 <td style="vertical-align: top;">128<br>
904 <td style="vertical-align: top;">32<br>
908 <td style="vertical-align: top;">2<br>
910 <td style="vertical-align: top;">64<br>
912 <td style="vertical-align: top;">16<br>
916 <td style="vertical-align: top;">3<br>
918 <td style="vertical-align: top;">32<br>
920 <td style="vertical-align: top;">8<br>
924 <td style="vertical-align: top;">4<br>
926 <td style="vertical-align: top;">16<br>
928 <td style="vertical-align: top;">4<br>
932 <td style="vertical-align: top;">5<br>
934 <td style="vertical-align: top;">8<br>
936 <td style="vertical-align: top;">2<br>
940 <td style="vertical-align: top;">6<br>
942 <td style="vertical-align: top;">4<br>
944 <td style="vertical-align: top;">1<br>
948 <td style="vertical-align: top;">7<br>
950 <td style="vertical-align: top;">2<br>
952 <td style="vertical-align: top;">1<br>
956 <td style="vertical-align: top;">8<br>
958 <td style="vertical-align: top;">1<br>
960 <td style="vertical-align: top;">1<br>
1198 <td style="vertical-align: top;">Base Internal Format<br>
1200 <td style="vertical-align: top;">GL_REPLACE<br>
1202 <td style="vertical-align: top;">GL_MODULATE<br>
1204 <td style="vertical-align: top;">GL_DECAL<br>
1206 <td style="vertical-align: top;">GL_BLEND<br>
1210 <td style="vertical-align: top;">GL_INTENSITY<br>
1212 <td style="vertical-align: top;">Rv = It<br>
1217 <td style="vertical-align: top;">Rv = Rf * It<br>
1221 <td style="vertical-align: top;">undefined<br>
1223 <td style="vertical-align: top;">Rv = Rf*(1-It) + Rc*It<br>
1229 <td style="vertical-align: top;">GL_RGB<br>
1231 <td style="vertical-align: top;">Rv = Rt<br>
1236 <td style="vertical-align: top;">Rv = Rf * Rt<br>
1241 <td style="vertical-align: top;">Rv = Rt<br>
1245 <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1251 <td style="vertical-align: top;">GL_RGBA<br>
1253 <td style="vertical-align: top;">Rv = Rt<br>
1258 <td style="vertical-align: top;">Rv = Rf * Rt<br>
1262 <td style="vertical-align: top;">Rv = Rf*(1-At) + Rt*At<br>
1267 <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1395 <td style="vertical-align: top;">Comparison mode<br>
1397 <td style="vertical-align: top;">The test passes if<br>
1401 <td style="vertical-align: top;">GL_LESS<br>
1403 <td style="vertical-align: top;">alpha < <span
1408 <td style="vertical-align: top;">GL_LEQUAL<br>
1410 <td style="vertical-align: top;">alpha <= <span
1414 <td style="vertical-align: top;">GL_GREATER<br>
1416 <td style="vertical-align: top;">alpha > <span
1420 <td style="vertical-align: top;">GL_GEQUAL<br>
1422 <td style="vertical-align: top;">alpha >= <span
1426 <td style="vertical-align: top;">GL_EQUAL<br>
1428 <td style="vertical-align: top;">alpha == <span
1432 <td style="vertical-align: top;">GL_NOTEQUAL<br>
1434 <td style="vertical-align: top;">alpha != <span
1438 <td style="vertical-align: top;">GL_NEVER<br>
1440 <td style="vertical-align: top;">never pass<br>
1444 <td style="vertical-align: top;">GL_ALWAYS<br>
1446 <td style="vertical-align: top;">always passes<br>
1504 <td style="vertical-align: top;">Stencil <span
1507 <td style="vertical-align: top;">Stencil test passes if<br>
1511 <td style="vertical-align: top;">GL_LESS<br>
1513 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>&<span
1519 <td style="vertical-align: top;">GL_LEQUAL<br>
1521 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1526 <td style="vertical-align: top;">GL_GREATER<br>
1528 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1533 <td style="vertical-align: top;">GL_GEQUAL<br>
1535 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1540 <td style="vertical-align: top;">GL_EQUAL<br>
1542 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1547 <td style="vertical-align: top;">GL_NOTEQUAL<br>
1549 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1554 <td style="vertical-align: top;">GL_NEVER<br>
1556 <td style="vertical-align: top;">never passes<br>
1560 <td style="vertical-align: top;">GL_ALWAYS<br>
1562 <td style="vertical-align: top;">always passes<br>
1579 <td style="vertical-align: top;"><span style="font-style: italic;">stencilFail</span>
1582 <td style="vertical-align: top;">New stencil buffer value<br>
1586 <td style="vertical-align: top;">GL_KEEP<br>
1588 <td style="vertical-align: top;">originalValue<br>
1592 <td style="vertical-align: top;">GL_ZERO<br>
1594 <td style="vertical-align: top;">0<br>
1598 <td style="vertical-align: top;">GL_INVERT<br>
1600 <td style="vertical-align: top;">BitWiseInvert(originalValue)
1605 <td style="vertical-align: top;">GL_REPLACE<br>
1607 <td style="vertical-align: top;"><span style="font-style: italic;">ref</span><br>
1611 <td style="vertical-align: top;">GL_INCR<br>
1613 <td style="vertical-align: top;">originalValue + 1, clamped to
1617 <td style="vertical-align: top;">GL_DECR<br>
1619 <td style="vertical-align: top;">originalValue - 1, clamped to
1696 <td style="vertical-align: top;">LogicOp <span
1699 <td style="vertical-align: top;">Resulting channel value<br>
1703 <td style="vertical-align: top;">GL_CLEAR<br>
1705 <td style="vertical-align: top;">0<br>
1709 <td style="vertical-align: top;">GL_SET<br>
1711 <td style="vertical-align: top;">~0<br>
1715 <td style="vertical-align: top;">GL_COPY<br>
1717 <td style="vertical-align: top;">src<br>
1721 <td style="vertical-align: top;">GL_COPY_INVERTED<br>
1723 <td style="vertical-align: top;">~s<br>
1727 <td style="vertical-align: top;">GL_NOOP<br>
1729 <td style="vertical-align: top;">dst<br>
1733 <td style="vertical-align: top;">GL_INVERT<br>
1735 <td style="vertical-align: top;">~dst<br>
1739 <td style="vertical-align: top;">GL_AND<br>
1741 <td style="vertical-align: top;">src & dst<br>
1745 <td style="vertical-align: top;">GL_NAND<br>
1747 <td style="vertical-align: top;">~(src & dst)<br>
1751 <td style="vertical-align: top;">GL_AND_REVERSE<br>
1753 <td style="vertical-align: top;">src & ~dst<br>
1757 <td style="vertical-align: top;">GL_AND_INVERTED<br>
1759 <td style="vertical-align: top;">~src & dst<br>
1763 <td style="vertical-align: top;">GL_OR<br>
1765 <td style="vertical-align: top;">src | dst<br>
1769 <td style="vertical-align: top;">GL_NOR<br>
1771 <td style="vertical-align: top;">~(src | dst)<br>
1775 <td style="vertical-align: top;">GL_OR_REVERSE<br>
1777 <td style="vertical-align: top;">src | ~dst<br>
1781 <td style="vertical-align: top;">GL_OR_INVERTED<br>
1783 <td style="vertical-align: top;">~src | dst<br>
1787 <td style="vertical-align: top;">GL_XOR<br>
1789 <td style="vertical-align: top;">src ^ dst<br>
1793 <td style="vertical-align: top;">GL_EQUIV<br>
1795 <td style="vertical-align: top;">~(src ^ dst)<br>
1835 <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span><br>
1837 … <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span>Arithmetic<br>
1841 <td style="vertical-align: top;">GL_ZERO<br>
1843 <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1847 <td style="vertical-align: top;">GL_ONE<br>
1849 <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1853 <td style="vertical-align: top;">GL_DST_COLOR<br>
1855 <td style="vertical-align: top;">(Rb, Gb, Bb, Ab)<br>
1859 <td style="vertical-align: top;">GL_ONE_MINUS_DST_COLOR<br>
1861 <td style="vertical-align: top;">(1-Rb, 1-Gb, 1-Bb, 1-Ab)<br>
1865 <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1867 <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1871 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1873 <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1877 <td style="vertical-align: top;">GL_DST_ALPHA<br>
1879 <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1883 <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1885 <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
1889 <td style="vertical-align: top;">GL_SRC_ALPHA_SATURATE<br>
1891 <td style="vertical-align: top;">(m, m, m, 1) where m = MIN(Af,
1905 <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span><br>
1907 … <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span>Arithmetic<br>
1911 <td style="vertical-align: top;">GL_ZERO<br>
1913 <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1917 <td style="vertical-align: top;">GL_ONE<br>
1919 <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1923 <td style="vertical-align: top;">GL_SRC_COLOR<br>
1925 <td style="vertical-align: top;">(Rf, Gf, Bf, Af)<br>
1929 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_COLOR<br>
1931 <td style="vertical-align: top;">(1-Rf, 1-Gf, 1-Bf, 1-Af)<br>
1935 <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1937 <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1941 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1943 <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1947 <td style="vertical-align: top;">GL_DST_ALPHA<br>
1949 <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1953 <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1955 <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
2266 style="font-weight: bold;">glPopName</span> pops the top name from the
2268 style="font-style: italic;"> </span></span>replaces the top value on
2298 values are the values in the name stack, in bottom to top order.
2359 <td style="vertical-align: top;">Variable (<span
2362 <td style="vertical-align: top;">Number of values<br>
2364 <td style="vertical-align: top;">Value(s) Description<br>
2368 <td style="vertical-align: top;">GL_ALPHA_BITS<br>
2370 <td style="vertical-align: top;">1<br>
2372 <td style="vertical-align: top;">Number of bits per alpha value
2377 <td style="vertical-align: top;">GL_ALPHA_TEST<br>
2379 <td style="vertical-align: top;">1<br>
2381 <td style="vertical-align: top;">Zero if the alpha test is
2387 <td style="vertical-align: top;">GL_ALPHA_TEST_FUNC<br>
2389 <td style="vertical-align: top;">1<br>
2391 <td style="vertical-align: top;">The alpha test function.<br>
2395 <td style="vertical-align: top;">GL_BLEND<br>
2397 <td style="vertical-align: top;">1<br>
2399 <td style="vertical-align: top;">Zero if blending is disabled.<br>
2404 <td style="vertical-align: top;">GL_BLEND_DST<br>
2406 <td style="vertical-align: top;">1<br>
2408 <td style="vertical-align: top;">Blend destination function/term.<br>
2412 <td style="vertical-align: top;">GL_BLEND_SRC<br>
2414 <td style="vertical-align: top;">1<br>
2416 <td style="vertical-align: top;">Blend source function/term.<br>
2420 <td style="vertical-align: top;">GL_BLUE_BITS<br>
2422 <td style="vertical-align: top;">1<br>
2424 <td style="vertical-align: top;">Number of bits per blue value in
2429 <td style="vertical-align: top;">GL_COLOR_CLEAR_VALUE<br>
2431 <td style="vertical-align: top;">4<br>
2433 <td style="vertical-align: top;">Clear color (red, green, blue,
2438 <td style="vertical-align: top;">GL_COLOR_WRITE_MASK<br>
2440 <td style="vertical-align: top;">4<br>
2442 <td style="vertical-align: top;">Color buffer writemask (red,
2449 <td style="vertical-align: top;">GL_CULL_FACE<br>
2451 <td style="vertical-align: top;">1<br>
2453 <td style="vertical-align: top;">Zero if polygon culling is
2459 <td style="vertical-align: top;">GL_CULL_FACE_MODE<br>
2461 <td style="vertical-align: top;">1<br>
2463 <td style="vertical-align: top;">Polygon cull mode: GL_FRONT,
2468 <td style="vertical-align: top;">GL_CURRENT_COLOR<br>
2470 <td style="vertical-align: top;">4<br>
2472 <td style="vertical-align: top;">Current color (red, green, blue,
2477 <td style="vertical-align: top;">GL_CURRENT_RASTER_COLOR<br>
2479 <td style="vertical-align: top;">4<br>
2481 <td style="vertical-align: top;">Current raster position color
2486 <td style="vertical-align: top;">GL_CURRENT_RASTER_TEXTURE_COORDS<br>
2488 <td style="vertical-align: top;">4<br>
2490 <td style="vertical-align: top;">Current raster position texture
2495 <td style="vertical-align: top;">GL_CURRENT_RASTER_POSITION<br>
2497 <td style="vertical-align: top;">4<br>
2499 <td style="vertical-align: top;">Current raster position (x, y,
2504 <td style="vertical-align: top;">GL_CURRENT_POSITION_VALID<br>
2506 <td style="vertical-align: top;">1<br>
2508 <td style="vertical-align: top;">Zero if current raster position
2514 <td style="vertical-align: top;">GL_CURRENT_TEXTURE_COORDS<br>
2516 <td style="vertical-align: top;">4<br>
2518 <td style="vertical-align: top;">Current texture coordinates (s,
2523 <td style="vertical-align: top;">GL_DOUBLEBUFFER<br>
2525 <td style="vertical-align: top;">1<br>
2527 <td style="vertical-align: top;">Zero if color buffer is
2533 <td style="vertical-align: top;">GL_DRAW_BUFFER<br>
2535 <td style="vertical-align: top;">1<br>
2537 <td style="vertical-align: top;">Current color draw buffer:
2542 <td style="vertical-align: top;">GL_FRONT_FACE</td>
2543 <td style="vertical-align: top;">1<br>
2545 <td style="vertical-align: top;">Polygon front-face winding:
2550 <td style="vertical-align: top;">GL_GREEN_BITS<br>
2552 <td style="vertical-align: top;">1<br>
2554 <td style="vertical-align: top;">Number of bits per green value
2559 <td style="vertical-align: top;">GL_LINE_SMOOTH<br>
2561 <td style="vertical-align: top;">1<br>
2563 <td style="vertical-align: top;">Zero if line smoothing is
2569 <td style="vertical-align: top;">GL_LINE_STIPPLE<br>
2571 <td style="vertical-align: top;">1<br>
2573 <td style="vertical-align: top;">Zero if line stippling is
2579 <td style="vertical-align: top;">GL_LINE_STIPPLE_PATTERN<br>
2581 <td style="vertical-align: top;">1<br>
2583 <td style="vertical-align: top;">Line stipple pattern.<br>
2587 <td style="vertical-align: top;">GL_LINE_STIPPLE_REPEAT<br>
2589 <td style="vertical-align: top;">1<br>
2591 <td style="vertical-align: top;">Line stipple repeat factor.<br>
2595 <td style="vertical-align: top;">GL_LINE_WIDTH<br>
2597 <td style="vertical-align: top;">1<br>
2599 <td style="vertical-align: top;">Line width in pixels.<br>
2603 <td style="vertical-align: top;">GL_LINE_WIDTH_GRANULARITY<br>
2605 <td style="vertical-align: top;">1<br>
2607 <td style="vertical-align: top;">Aliased line width granularity.<br>
2611 <td style="vertical-align: top;">GL_LINE_WIDTH_RANGE<br>
2613 <td style="vertical-align: top;">2<br>
2615 <td style="vertical-align: top;">Minimum and maximum aliased line
2620 <td style="vertical-align: top;">GL_ALIASED_LINE_WIDTH_RANGE<br>
2622 <td style="vertical-align: top;">2<br>
2624 <td style="vertical-align: top;">Minimum and maximum antialiased
2628 <td style="vertical-align: top;">GL_COLOR_LOGIC_OP<br>
2630 <td style="vertical-align: top;">1<br>
2632 <td style="vertical-align: top;">Zero if logicop is disabled.<br>
2637 <td style="vertical-align: top;">GL_LOGIC_OP_MODE<br>
2639 <td style="vertical-align: top;">1<br>
2641 <td style="vertical-align: top;">Logicop function.<br>
2645 <td style="vertical-align: top;">GL_MATRIX_MODE<br>
2647 <td style="vertical-align: top;">1<br>
2649 <td style="vertical-align: top;">Matrix mode: GL_MODELVIEW or
2654 <td style="vertical-align: top;">GL_MAX_MODELVIEW_STACK_DEPTH<br>
2656 <td style="vertical-align: top;">1<br>
2658 <td style="vertical-align: top;">Maximum size of the modelview
2663 <td style="vertical-align: top;">GL_MAX_NAME_STACK_DEPTH<br>
2665 <td style="vertical-align: top;">1<br>
2667 <td style="vertical-align: top;">Maximum size of the selection
2672 <td style="vertical-align: top;">GL_MAX_PROJECTION_STACK_DEPTH<br>
2674 <td style="vertical-align: top;">1<br>
2676 <td style="vertical-align: top;">Maximum size of the projection
2681 <td style="vertical-align: top;">GL_MAX_TEXTURE_SIZE<br>
2683 <td style="vertical-align: top;">1<br>
2685 <td style="vertical-align: top;">Maximum 2D texture image width
2690 <td style="vertical-align: top;">GL_MAX_VIEWPORT_DIMS<br>
2692 <td style="vertical-align: top;">2</td>
2693 <td style="vertical-align: top;">Maximum viewport width and
2698 <td style="vertical-align: top;">GL_MODELVIEW_MATRIX<br>
2700 <td style="vertical-align: top;">16<br>
2702 <td style="vertical-align: top;">Current/top modelview matrix
2707 <td style="vertical-align: top;">GL_MODELVIEW_MATRIX_STACK_DEPTH<br>
2709 <td style="vertical-align: top;">1<br>
2711 <td style="vertical-align: top;">Current size of the modelview
2716 <td style="vertical-align: top;">GL_NAME_STACK_DEPTH<br>
2718 <td style="vertical-align: top;">1<br>
2720 <td style="vertical-align: top;">Current size of the selection
2725 <td style="vertical-align: top;">GL_PACK_ROW_LENGTH<br>
2727 <td style="vertical-align: top;">1<br>
2729 <td style="vertical-align: top;">Pixel packing row length.<br>
2733 <td style="vertical-align: top;">GL_POLYGON_SMOOTH<br>
2735 <td style="vertical-align: top;">1<br>
2737 <td style="vertical-align: top;">Zero if polygon smoothing is
2743 <td style="vertical-align: top;">GL_PROJECTION_MATRIX<br>
2745 <td style="vertical-align: top;">16<br>
2747 <td style="vertical-align: top;">Current/top projection matrix
2752 <td style="vertical-align: top;">GL_PROJECTION_STACK_DEPTH<br>
2754 <td style="vertical-align: top;">1<br>
2756 <td style="vertical-align: top;">Current size of projection
2761 <td style="vertical-align: top;">GL_READ_BUFFER<br>
2763 <td style="vertical-align: top;">1<br>
2765 <td style="vertical-align: top;">Current read buffer: GL_FRONT or
2770 <td style="vertical-align: top;">GL_RED_BITS<br>
2772 <td style="vertical-align: top;">1<br>
2774 <td style="vertical-align: top;">Number of bits per red value in
2779 <td style="vertical-align: top;">GL_RENDER_MODE<br>
2781 <td style="vertical-align: top;">1<br>
2783 <td style="vertical-align: top;">Current rendering mode:
2788 <td style="vertical-align: top;">GL_RGBA_MODE<br>
2790 <td style="vertical-align: top;">1<br>
2792 <td style="vertical-align: top;">Always one.<br>
2796 <td style="vertical-align: top;">GL_SCISSOR_BOX<br>
2798 <td style="vertical-align: top;">4<br>
2800 <td style="vertical-align: top;">Scissor box (x, y, width,
2805 <td style="vertical-align: top;">GL_SCISSOR_TEST<br>
2807 <td style="vertical-align: top;">1<br>
2809 <td style="vertical-align: top;">Zero if scissor test is disabled.<br>
2814 <td style="vertical-align: top;">GL_SELECTION_BUFFER_SIZE<br>
2816 <td style="vertical-align: top;">1<br>
2818 <td style="vertical-align: top;">Size of selection buffer.<br>
2822 <td style="vertical-align: top;">GL_SHADE_MODEL<br>
2824 <td style="vertical-align: top;">1<br>
2826 <td style="vertical-align: top;">Shade model: GL_FLAT or
2831 <td style="vertical-align: top;">GL_STENCIL_BITS<br>
2833 <td style="vertical-align: top;">1<br>
2835 <td style="vertical-align: top;">Number of bits per stencil value
2840 <td style="vertical-align: top;">GL_STENCIL_CLEAR_VALUE<br>
2842 <td style="vertical-align: top;">1<br>
2844 <td style="vertical-align: top;">Stencil buffer clear value.<br>
2848 <td style="vertical-align: top;">GL_STENCIL_FAIL<br>
2850 <td style="vertical-align: top;">1<br>
2852 <td style="vertical-align: top;">Stencil fail operation.<br>
2856 <td style="vertical-align: top;">GL_STENCIL_FUNC<br>
2858 <td style="vertical-align: top;">1<br>
2860 <td style="vertical-align: top;">Stencil function.<br>
2864 <td style="vertical-align: top;">GL_STENCIL_REF<br>
2866 <td style="vertical-align: top;">1<br>
2868 <td style="vertical-align: top;">Stencil reference value.<br>
2872 <td style="vertical-align: top;">GL_STENCIL_TEST<br>
2874 <td style="vertical-align: top;">1<br>
2876 <td style="vertical-align: top;">Zero if stencil test is disabled.<br>
2881 <td style="vertical-align: top;">GL_STENCIL_VALUE_MASK<br>
2883 <td style="vertical-align: top;">1<br>
2885 <td style="vertical-align: top;">Stencil mask value.<br>
2889 <td style="vertical-align: top;">GL_STENCIL_WRITE_MASK<br>
2891 <td style="vertical-align: top;">1<br>
2893 <td style="vertical-align: top;">Stencil buffer write mask.<br>
2897 <td style="vertical-align: top;">GL_TEXTURE_2D<br>
2899 <td style="vertical-align: top;">1<br>
2901 <td style="vertical-align: top;">Zero if 2D texture mapping is
2907 <td style="vertical-align: top;">GL_TEXTURE_BINDING_2D</td>
2908 <td style="vertical-align: top;">1<br>
2910 <td style="vertical-align: top;">Name of currently bound 2D
2915 <td style="vertical-align: top;">GL_TEXTURE_ENV_COLOR<br>
2917 <td style="vertical-align: top;">4<br>
2919 <td style="vertical-align: top;">Texture environment color (red,
2924 <td style="vertical-align: top;">GL_TEXTURE_ENV_MODE<br>
2926 <td style="vertical-align: top;">1<br>
2928 <td style="vertical-align: top;">Texture environment mode.<br>
2932 <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
2934 <td style="vertical-align: top;">1<br>
2936 <td style="vertical-align: top;">Pixel unpacking row length.<br>
2940 <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
2942 <td style="vertical-align: top;">1<br>
2944 <td style="vertical-align: top;">Zero if most significant bit is
2950 <td style="vertical-align: top;">GL_VIEWPORT<br>
2952 <td style="vertical-align: top;">4<br>
2954 <td style="vertical-align: top;">Current viewport (x, y, width,
2978 <td style="vertical-align: top;"><span style="font-style: italic;">name</span><br>
2980 <td style="vertical-align: top;">Return value<br>
2984 <td style="vertical-align: top;">GL_VERSION<br>
2986 <td style="vertical-align: top;">The library version, such as
2991 <td style="vertical-align: top;">GL_RENDERER<br>
2993 <td style="vertical-align: top;">The renderer, such as "Mesa DRI
2998 <td style="vertical-align: top;">GL_VENDOR<br>
3000 <td style="vertical-align: top;">The vendor of this
3005 <td style="vertical-align: top;">GL_EXTENSIONS<br>
3007 <td style="vertical-align: top;">A white-space separated list of
3030 <td style="vertical-align: top;">Error code<br>
3032 <td style="vertical-align: top;">Meaning<br>
3036 <td style="vertical-align: top;">GL_NO_ERROR<br>
3038 <td style="vertical-align: top;">No error has been recorded.<br>
3042 <td style="vertical-align: top;">GL_INVALID_ENUM<br>
3044 <td style="vertical-align: top;">An enum parameter had an invalid
3049 <td style="vertical-align: top;">GL_INVALID_VALUE<br>
3051 <td style="vertical-align: top;">A numeric parameter had an
3056 <td style="vertical-align: top;">GL_INVALID_OPERATION<br>
3058 <td style="vertical-align: top;">A function was called when not
3063 <td style="vertical-align: top;">GL_STACK_OVERFLOW<br>
3065 <td style="vertical-align: top;">The current transformation
3070 <td style="vertical-align: top;">GL_STACK_UNDERFLOW<br>
3072 <td style="vertical-align: top;">The current transformation
3077 <td style="vertical-align: top;">GL_OUT_OF_MEMORY<br>
3079 <td style="vertical-align: top;">The system ran out of dynamic